package game import "core:fmt" import rl "vendor:raylib" Tower :: struct { upgrade_level: int, position: Vec2, kind: Tower_Kind, cooldown: f32, anchor_gx: int, anchor_gy: int, } Tower_Kind :: enum { Archer, Cannon, Ice, } Tower_Archetype :: struct { range: f32, damage: int, fire_rate: f32, cost: int, footprint_w: int, // 1 column wide footprint_h: int, // two rows tall max_upgrade: int, upgrade_cost: int, damage_per_level: int, range_per_level: f32, splash_radius: f32, color: rl.Color, } TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = { .Archer = { range = 100, damage = 12, fire_rate = 0.45, cost = 50, footprint_w = 1, footprint_h = 2, max_upgrade = 1, upgrade_cost = 40, damage_per_level = 3, range_per_level = 8, splash_radius = 0, color = rl.YELLOW, }, .Cannon = { range = 110, damage = 35, fire_rate = 1.2, cost = 80, footprint_w = 2, footprint_h = 2, max_upgrade = 1, upgrade_cost = 40, damage_per_level = 3, range_per_level = 8, splash_radius = 60, color = rl.DARKGRAY, }, .Ice = { range = 85, damage = 6, fire_rate = 0.55, cost = 65, footprint_w = 1, footprint_h = 1, max_upgrade = 1, upgrade_cost = 40, damage_per_level = 3, range_per_level = 8, splash_radius = 0, color = rl.DARKBLUE, }, } tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) { arch := TOWER_ARCHETYPES[tower.kind] damage = arch.damage + tower.upgrade_level * arch.damage_per_level range = arch.range + f32(tower.upgrade_level) * arch.range_per_level return } find_target_slot :: proc(tower: Tower, world: ^World) -> int { best_slot: int = -1 best_dist: f32 = 999999 for i in 0 ..< MAX_ENEMIES { e := &world.enemies[i] if !e.active do continue if e.path_index >= len(world.path) do continue d := distance(tower.position, e.position) _, range := tower_stats_at_level(tower) if d <= range && d < best_dist { best_slot = i best_dist = d } } return best_slot } update_towers :: proc(world: ^World, dt: f32) { for i in 0 ..< len(world.towers) { t := &world.towers[i] t.cooldown -= dt if t.cooldown > 0 do continue slot := find_target_slot(t^, world) if slot < 0 do continue arch := TOWER_ARCHETYPES[t.kind] damage, _ := tower_stats_at_level(t^) switch t.kind { case .Archer: spawn_projectile(world, t.position, slot, damage) case .Cannon: if target := enemy_at_slot(world, slot); target != nil { len := distance(t.position, target.position) if (len > 0.001) { dir := Vec2 { (target.position.x - t.position.x) / len, (target.position.y - t.position.y) / len, } spawn_ballistic(world, t.position, dir, damage, arch.splash_radius) } } case .Ice: if target := enemy_at_slot(world, slot); target != nil { apply_ice_hit(world, target, damage) } } t.cooldown = arch.fire_rate } } apply_tower_hit :: proc(world: ^World, target: ^Enemy, damage: int) { target.health -= damage if target.health <= 0 { target.active = false push_event(world, .Enemy_Killed, gold_reward = ENEMY_DEF[target.kind].gold_reward) } } apply_ice_hit :: proc(world: ^World, target: ^Enemy, damage: int) { apply_tower_hit(world, target, damage) if target.active do target.slow_timer = ICE_SLOW_DURATION } enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy { if slot < 0 || slot >= MAX_ENEMIES do return nil e := &world.enemies[slot] if !e.active do return nil return e } render_towers :: proc(world: ^World) { for t in world.towers { archetype := TOWER_ARCHETYPES[t.kind] pixel_width := f32(archetype.footprint_w * TILE_SIZE) pixel_height := f32(archetype.footprint_h * TILE_SIZE) color := archetype.color rl.DrawRectangle( i32(t.position.x - pixel_width * 0.5), i32(t.position.y - pixel_height * 0.5), i32(pixel_width), i32(pixel_height), color, ) if t.upgrade_level > 0 { label := fmt.ctprintf("Lv%d", t.upgrade_level + 1) // or just t.upgrade_level rl.DrawText(label, i32(t.position.x), i32(t.position.y), 14, rl.WHITE) } } }